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Human Additional Class level
Dwarf SM‐1, HP+2, HT+1, Will+1, Night Vision 4, Extended Lifespan 1
ST‐1, HT‐1, DX+1, PER+1, HP+1, Telescopic Vision 1, Extended
Elf
Lifespan 4, Night Vision 5
ST+3, HT+1, DX+1, IQ‐2, Speed+0.5, Move+1, Increased
Half‐Orc
Consumption 1
Race
Demonkin DR 10 (Fire only, Tough Skin), Will+1, Infravision
SM+1, ST+2, HP+2, FP+3, DX‐1, IQ‐1, DR3, Claws (Sharp), Fire
Dragonborn
Breath
Halfling SM‐2, DX+1, ST‐2, High Manual Dexterity 2, Silence 2, PER+1
Gnome SM‐2, IQ+1, ST‐2, Artificer 1, Will+2, Night Vision 5
Level
1 2 3 4 5 6 7 8
ST‐1, HT‐1, Five skills, four
DX+1, five minor skills,
skills, FP+1, DX+1, one Combat Immunity to DX +1, one DX+1, one
two minor skill, one Reflexes, +1 tripping over skill, one HT+1, three skill, one
Thief skills minor skill ST IQ +1, Per +1 one's own feet minor skill skills, FP+1 minor skill
ST+1,
Speed+0.5, IQ‐ DX+1, one ST+1, three HT+2, HP+2, DX+1, one ETS, Speed‐
1, HP+1, FP+1, skill, one Combat skills, three one minor skill, one 0.5, HP+1,
Class
Healing 1,
IQ+1, ST‐1, ST+1, HT+1, Cleanse +1, Healing 2, one Cleanse +1,
HT‐1, one skill, one skill, one one skill, one Six skills, one skill, one Six skills, one one skill, one
Healer one minor skill minor skill minor skill minor skill minor skill minor skill minor skill IQ+1, Will+1
Levels
1 2 3 4
High Manual Dexterity
Benefits IQ+1, DX+1, two skills, two +2, Silence +2, seven
Rogue
Catfall, DX+1, five skills ETS, DX+1 minor skills skills, two minor skills
Prerequisites Thief 2 Thief 4 Thief 6 Thief 8
Assassinate, Combat
Benefits Reflexes, DX+1, three
Assassin minor skills ETS, DX+1 Catfall, DX+1, five skills ETS, DX+1
Thief 3,
Prerequisites
Thief 1, Warrior 1 Warrior 1 Thief 4, Warrior 2 Thief 6, Warrior 2
ST+1, HT+1,
Spellsteal, Combat DX+1, two
Benefits
Reflexes, ST+1, one skill, skills, two ST+1, nine skills, four minor
Spellthief
three minor skills minor skills skills ETS, DX+1
Thief 3, Mage
Prerequisites
Thief 1, Mage 1 1 Thief 4, Mage 2 Thief 6, Mage 2
Tactician's
Benefits Voice, Charisma +2, seven Blessing, IQ+1, seven skills, two minor HT+2, seven skills, two
Tactician skills, two minor skills Charisma+1 skills minor skills
Thief 3,
Prerequisites
Thief 1, Healer 1 Healer 1 Thief 4, Healer 2 Thief 6, Healer 2
Gunslinger,
Enhanced Tracking 2, DX+1, one
Benefits
Absolute Direction, eight skill, one Terrain Adaptation
Ranger
skills, three minor skills minor skill ST+1, DX+1, five skills (all), five skills
Warrior 3,
Prerequisites
Warrior 1, Thief 1 Thief 1 Warrior 4, Thief 2 Warrior 6, Thief 2
Weapon
Job
Master (All), Extra Attack, DX+1,
Benefits
Fighter ST+2, DX+1, two skills, two one skill, one one skill, one minor
minor skills minor skill ST+2, HT+2, HP+2, FP+2 skill
Prerequisites Warrior 2 Warrior 4 Warrior 6 Warrior 8
Magery +1,
Benefits DX+1, five Improved Spellstrike, seven ETS, ST+1, two skills,
Spellblade Spellstrike, ST+1, five skills skills skills, two minor skills two minor skills
Warrior 3,
Prerequisites
Warrior 1, Mage 1 Mage 1 Warrior 4, Mage 2 Warrior 6, Mage 2
Cleanse +2,
Benefits Smite, ST+2, Power ST+1, five Improved Smite, Blessed Power Investiture +1,
Paladin Investiture +1 skills (Heroic Feats), five skills Cleanse +2, five skills
Warrior 3,
Prerequisites
Warrior 1, Healer 1 Healer 1 Warrior 4, Healer 2 Warrior 6, Healer 2
Telekinesis
+4, DX+1, two Telekinesis +4, Combat Telekinesis +4, FP+5,
Benefits
Telekinesis +4, DX+1, two skills, two Reflexes, three skills, three HT+1, one skill, one
Trickster
skills, two minor skills minor skills minor skills minor skill
Mage 3, Thief
Prerequisites
Mage 1, Thief 1 1 Mage 4, Thief 2 Mage 6, Thief 2
Magery +1,
FP+2, ER+8,
Benefits Magery +1, Combat two skills,
Sorcerer Reflexes, HP+1, FP+1, five two minor Magery +1, ER+10, two Magery +1, ER+12,
skills skills skills, two minor skills HP+2
Mage 3,
Prerequisites
Mage 1, Warrior 1 Warrior 1 Mage 4, Warrior 2 Mage 6, Warrior 2
Levels
1 2 3 4
Magery +1, ten
Benefits
Wizard IQ+2, two skills, two minor skills skills Twelve skills, two minor skills Magery +1, IQ+1, five skills
Healer 3, Warrior
Prerequisites
Healer 1, Warrior 1 1 Healer 4, Warrior 2 Healer 6, Warrior 2
Psychometry, Magery +1, Spirit Empathy,
Benefits
Shaman Oracle, ER+5, five skills HT+1, five skills Medium, IQ+1, five skills HT+1, five skills
Benefits
Priest Investiture +2, Religious Rank +1, Blessed, five Religious Rank +1, ER+5, Cleanse Religious Rank +1, two skills,
five skills skills +1, two skills, two minor skills two minor skills
Thief 2, Mage 1,
Prerequisites
Thief 1, Healer 1 Healer 1 Thief 4, Mage 1, Healer 1 Thief 4, Mage 2, Healer 2
Combat Reflexes,
Improved Unarmed +1, Unarmoured Armour +5,
Benefits
Unarmoured Armour +5, DX+1, Improved Unarmed +1, Improved Unarmed +1, five
Monk
three skills, three minor skills Fast Movement Unarmoured Armour +10, ETS skills
Warrior 2, Thief
Prerequisites
Warrior 1, Thief 1 1, Healer 1 Warrior 4, Thief 1, Healer 1 Warrior 4, Thief 2, Healer 2
Cleanse +1, Combat Reflexes, ST+1,
Benefits DX+1, ST+1, five HP+1, FP+1, two skills, two minor ETS, Cleanse +1, two skills,
Hexblade Hexstrike, Cleanse +1 skills skills two minor skills
Mage 2, Thief 1,
Prerequisites
Mage 1, Warrior 1 Warrior 1 Mage 4, Thief 1, Warrior 1 Mage 4, Thief 2, Warrior 2
Cleanse +2,
Benefits Combat Reflexes,
Inquisitor Detect (Truth), Detect (Life) ST+1, HP+1, FP+1 ETS, five skills Cleanse +2, ETS
Healer 2, Warrior
Prerequisites
Healer 1, Mage 1 1, Mage 1 Healer 4, Warrior 1, Mage 1 Healer 4, Warrior 2, Mage 2
Benefits
Holy Wall Holy Wall, Code of Honour (Chivalry), PER‐1, Speed‐0.25
Purifying Blasts, Disciplines of Faith (Mysticism), Sense of
Purifier
Duty (My Religion), Will‐1
Scoundrel Payload 10, HT‐1
Legal Enforcement Powers (International Jurisdiction),
Officer of the Law
DR2, Duty (Officer of the Law, all the time, hazardous)
Ritual Mage Ritual Magery, IQ+1, DX‐1
Flavour Module
Berserker Berserk Rage, Bad Temper, Berserk (Combat Rage)
Blood Warrior Lifeshield 10, Will‐1, Sadistic
Sanguine Chanter Life Channel, HP+1, FP+1, IQ‐1
Bloodblade Lifeblade, ST+1, HP+1, FP+1, PER‐1, Callous, Bloodlust
Inheritor Signature Gear 10, Will‐1, PER‐1
Benefits
Rich Lord Wealthy, Status+1, IQ‐1, Reaction‐2 (Peasantry only)
Noble Status+2, Comfortable Wealth, ST‐1, HT‐1
Survivalist DX+1, Status‐1, Struggling Wealth
Peasant HT+1, FP+1, three skills, Status‐2, Poor
Charisma +1, Attractive, Fashion Sense, No Hangovers, ST ‐
Charmer
1, Chummy, Compulsive Carousing
Flavour Module
Handsome Devil Handsome/Beautiful, Compulsive Womanising, HP‐1
Ugly Sod Two skills, Ugly
Scholar IQ+1, DX‐1, ER+5, one skill, one minor skill, ST‐1, HT‐1
ST+1, HP+1, FP+1, Contact Group (Mercenaries,
Mercenary
Unreliable), IQ‐1
Additional Level, Odious Personal Habits (‐3), Reaction‐4
Murderhobo
(Anyone with morals only)
Benefits
Martial (Defensive) HT+1, HP+3, FP+3
Martial (Offensive) ST+2, HP+1, FP+1
Dexterous DX+1, Move+1
Arcane IQ+1, Will‐1, PER‐1, ER+5
Divine Will+1, Cleanse+1
Infinite Enhancement Modules
Skilled Five skills, five minor skills
Perceptive PER+3, Will+1, HP+1, FP+1
Fast Speed+1, Move+1
Strong Willed PER+1, Will+3, HP+1, FP+1
General Combat Reflexes, HP+2, FP+2
Benefits
Martial (Defensive) DR10, HP+10, FP+10
Martial (Offensive) ST+5, Extra Attack, HP+5, FP+5
Dexterous DX+4, Speed+1
Arcane Mana Enhancer 1, IQ+1, ER+10
Divine Holy Strike +2, Cleanse +2, Will+2
Ascendency Levels
Skilled Twenty skills, twenty minor skills
Primal Control Nature
Fast Altered Time Rate 1
Raging Perfect Raging
General ST+1, DX+1, IQ+1, HT+1, Combat Reflexes, ETS, Will‐1
Mechanics of Abilities (In order of appearance)
Fire Breath
Effect: Fire Breath is an attack that covers a 10 yard long cone that is 6 yards wide at its end. It costs
1FP to activate, deals 2d burning damage and cannot benefit in any way from aiming. Once used, it
causes the user to become ravenously hungry, and cannot be reused until one hour has passed or
the user has sated their hunger, whichever happens last.
Construction: Innate Attack (2d, burning, Acc 0, 1/2D 10, Max 10, RoF Cone (6 yard terminus), Shots
N/A, Rcl 1, Cone (6 yard terminus) [+110%], Costs 1 FP [‐5%], Max Range 1/10th [‐15%], Nuisance
(Ravenous Hunger) [‐5%], 1 hour recharge [‐30%], Acc 0 [‐15%]) [14]
Skills
Effect: Skills give a single skill (chosen from Basic Set: Characters chapter 4) equal to [Stat]+2 (for
easy skills), [Stat]+1 (for medium skills), [Stat]+0 (for hard skills) or [Stat]‐1 (for very hard skills). You
can gain the same skill multiple times, although doing so only gives you +1 to the skill in question,
turning, for example, a very hard skill into [Stat]+0. Minor skills are equal to regular skills minus two.
If you take a minor skill twice, it gains a +1, ending up equal to a regular skill minus one. A minor skill
may not be taken three times, though taking the same minor skill four times turns it into a regular
skill. Any time you gain a skill, you can choose to, if you have Magery, take a spell instead. This spell
is chosen from either Basic Set: Characters chapter 5 or GURPS: Magic. Unless specified, spells are
hard skills, although you may add your Magery to their level.
Construction: Four points (one if a minor skill) in any given skill.
Combat Reflexes
Effect: Grants you the Combat Reflexes advantage. If you would gain Combat Reflexes from more
than one source, you may instead either take Danger Sense, Double‐Jointed, Intuition, Indomitable,
Very Fit, Recovery and +1 to HP and FP, Very Rapid Healing, Perfect Balance, Unfazeable, Enhanced
Defence (Parry and Block) or Enhanced Defence (Dodge) (your choice at time of gaining). Only
Enhanced Defence (Parry and Block) or Enhanced Defence (Dodge) may be taken more than once.
Construction: The advantages as stated, which cost exactly 15 points.
ETS
Effect: Grants you the Enhanced Time Sense advantage. If you would, at any time, gain ETS, it
replaces Combat Reflexes whilst also counting as it for the purposes of gaining it multiple times.
Thus, if you have ETS and would gain Combat Reflexes, you instead gain one of the options as
though you had gained Combat Reflexes multiple times. If you would gain ETS a second time, you
instead get two of the bonuses you would get from gaining Combat Reflexes multiple times.
Construction: The advantages as stated, which cost exactly 45 points. However, at no point does a
class or job gain ETS without first having Combat Reflexes, thus allowing it to be costed at 30 points.
Healing
Effect: Healing 1 allows you to concentrate for one second and roll IQ to heal 1 HP per 1 FP spent. It
cannot heal poisons or diseases, however, and only works on those whose biologies you understand.
Healing 2 works on anyone your god deems worthy, heals 2 HP base plus 2 HP per FP spent, and can
cure a poison or disease for 5 FP and a penalty to your IQ roll based on the disease, as determined
by your GM. It still takes one second per use, however. If you would gain Healing 1 from multiple
sources, instead gain Healing 2. If you have Healing 2 and would gain any level of Healing from
another source, instead gain a level of Cleanse.
Construction: Healing 1 ‐ Healing (Injuries only [‐20%], Reduced Rate [‐15%]) [20]; Healing 2 ‐ Healing
(Faith Healing [+20%], Reduced FP Cost 1 [+20%], Low Signature [+10%], Magic [‐10%]) [40]
Cleanse
Effects: Cleanse costs 1 FP to activate plus 1 FP at the beginning of each minute it is active. It deals
2d burning damage per level per round to either any undead and demon or any angel and plant over
an 8 yard radius, centred on the user, with the damage dropping off as the range goes out. For
example, with one level, Cleanse would deal 2d out to 4 yards and 1d four yards further than that,
whilst with two levels, Cleanse would deal 4d out to two yards, 3d two yards further than that, 2d
two yards further than that and 1d two yards further than that. Cleanse can be activated on
anyone's turn, as a reflexive action.
Construction: Innate Attack (2d/level, Burning, Emanation [‐20%], Area Of Effect (8 yards) [+150%],
Dissipation [‐50%], Accessibility (undead and demon only or angel and plant only) [‐10%], Costs 2 FP
[‐10%], Reflexive [+40%], Low Signature [+10%], Magic [‐10%]) [20/level]
Assassinate
Effects: Assassinate allows you to, if you deal damage from surprise or from behind your target, treat
your damage as Huge Piercing, add one to your damage and ignore armour
Construction: Innate Attack (1 point, Huge Piercing, Melee (ST‐based) [+100%], Ignores Armour
[+300%], Accessibility (Only on sneak attacks) [‐20%]) [12]
Spellsteal
Effects: Spellsteal allows you to, on every attack, remove one level of Magery from your target. This
loss of Magery lasts until the damage that caused it is healed. In addition, any damage that
penetrates the target's DR is dealt to them again as FP removal, prior to damage type multiplication
Construction: Innate Attack (1 point, Fatigue, Melee (ST‐based) [+100%], Symptom (Negated
Advantage (Magery 1) on every hit) [+40%], Stacking [+400%], Link (Any melee attack) [+60%], Low
Signature [+10%], Magic [‐10%]) [18]
Tactician's Blessing
Effect: Tactician's Blessing allows you to grant everyone you choose within earshot the advantage
Unfazeable, including yourself, unless they already have it. This lasts for three seconds after they
leave earshot.
Construction: Affliction (Advantage (Unfazeable) [+150%], Sense‐Based (Hearing) [+150%], Reflexive
[+40%], Low Signature [+10%]) [45]
Spellstrike
Effect: Spellstrike allows you to spend 1FP on any given melee attack. If you do, your reach is treated
as being 1‐20, and your damage is treated as being Corrosion. You also add 1d to your damage
Construction: Innate Attack (1d, Corrosion, Melee (ST‐Based, Reach 1‐4) [+80%], Range x5 [+20%],
Low Signature [+10%], Magic [‐10%]) [20]
Improved Spellstrike
Effects: Improved Spellstrike allows you to spend 1FP on any given melee attack. If you do, your
reach is treated as being 1‐20, and your damage is treated as being Corrosion. You also add 2d to
your damage. This replaces Spellstrike.
Construction: Innate Attack (2d, Corrosion, Melee (ST‐Based, Reach 1‐4) [+80%], Range x5 [+20%],
Low Signature [+10%], Magic [‐10%]) [40]
Smite
Effects: Smite adds 1d of burning damage to any melee attack you make. This damage is doubled
again against either undead and demons or plants and angels.
Construction: Innate Attack (2d, Burning, Melee (ST‐Based) [+100%], Full effect against undead and
demon only or angel and plant only [‐0%]) [20]
Improved Smite
Effects: Improved Smite adds 1d of burning damage to any melee attack you make. This damage is
doubled again against either undead and demons or plants and angels. This stacks with Smite.
Construction: Innate Attack (2d, Burning, Melee (ST‐Based) [+100%], Full effect against undead and
demon only or angel and plant only [‐0%]) [20]
Power Investiture
Effects: Power Investiture counts as Magery, except you cannot take spells other than those related
to your god. However, you do not need to meet the prerequisites for any given spell.
Construction: As the Power Investiture advantage
ER
Effects: ER is short for Energy Reserve. It is treated as FP for all purposes except physical exertion,
where it is treated as entirely separate. It is drained before FP in all other cases, and losing it does
not contribute to FP loss penalties
Construction: FP (Magic only [‐10%]) [3/level]
Wild Shape
Effects: Wild Shape allows you to shift into any Common Animal form from chapter 16 of Basic Set:
Campaigns. You do not get the skills of these animals, and can stay in that form for as long as you
like. It takes ten seconds to shift from one form to another.
Construction: Shapeshifting (Morph, Takes Ten Seconds [‐30%], Animals Only [‐20%]) [50]
Perfected Healer
Effects: Perfected Healer removes the need for Healing 2 to make any form of IQ roll. It also
increases the free healing from 2HP to 8HP, and reduces the cost to cure a Disease to 2FP
Construction: Adds No Roll [+100%] and Reduced FP Cost 3 [+60%] to Healing 2, for a total of +50
points cost
Holy Strike
Effects: Holy Strike is, in effect, a ranged weapon. It has a maximum range of 500 yards, no 1/2D
range, has an Accuracy of 10, has an effect radius of 8 yards, an armour divisor of five and deals one
dice of burning damage per level, doubled against either demons and undead or angels and plants.
Construction: Innate Attack (2d/level, Burning, Acc 10 [+35%], 1/2D ‐ [+15%], Max 500 [+50%], Area
of Effect (8 yards) [+150%], Armour Divisor 5 [+150%], Full effect against undead and demon only or
angel and plant only [‐0%]) [25/level]
Improved Unarmed
Effects: Improved Unarmed grants you one dice of crushing damage on any unarmed strike you
make per level
Construction: Innate Attack (1d/level, Crushing, Melee (ST‐Based) [+100%], Unarmed Only [‐0%])
[10/level]
Unarmoured Armour
Effects: Unarmed Armour grants you one point of DR per level. However, this still counts as bare skin
for the purposes of toxins and the like, and you cannot wear armour whilst benefitting from this.
Construction: DR (Tough Skin [‐40%], Cannot Wear Armour [‐40%]) [1/level]
Fast Movement
Effects: Fast Movement doubles your move whilst using one specific type of movement.
Construction: Enhanced Move (any one type, Super Speed [+150%]) [50]
Hexstrike
Effects: Hexstrike costs 2FP to use and causes your next melee attack to apply an effect that causes
1d corrosion damage every second for ten seconds.
Construction: Innate Attack (1d, Corrosion, Follow‐Up (Any Melee) [+60%], Cyclic (One Second)
[+100%], Extended Duration (X10) [+40%], Costs 2 FP [‐10%], No Signature [+20%], Magic [‐10%])
[30]
Holy Wall
Effects: Holy Wall grants you the ability to create a wall with a total surface area of 6 square yards. It
costs 1FP to create this wall, plus 1FP for every three seconds it is active beyond the first three
seconds. It can only stay active for a total of 30 seconds, after which it must be switched off for at
least five minutes. It deals 2d burning damage to anyone who crosses it, ignoring half of the target's
DR. Anyone dealt damage by this effect must make a HT roll at ‐1 per 2 damage dealt (rounded
down) or be stunned within the wall. They may, however, make a roll against HT+1 at the beginning
of each second (before they take damage from the wall) to recover from this stunning.
Construction: Innate Attack (2d, Burning, Wall (Permeable) [+60%], Area Of Effect (2 Yards) [+50%],
Armour Divisor 2 [+50%], Symptom (Stunning) [+50%], Maximum Duration (30 seconds) [‐75%],
Costs 1 FP [‐5%], Increased Duration (X3) [+20%], Low Signature [+10%], Magic [‐10%]) [25]
Purifying Blasts
Effects: Purifying Blasts is an attack that fires 7 shots into the air at once. These shots must be aimed,
with an Accuracy bonus of 5, and are not subject to range penalties. Once fired, they travel 100
yards per second, can travel a total of 1000 yards, and each make their own attack rolls, with a total
skill of 15. They are not subject to visibility penalties or range penalties in this roll. This attack roll
must be made every second they are in flight. Once they hit (or miss, as the case may be), each shot
deals 1d burning damage in a 4 yard radius. Anyone reduced to 1/3rd of their maximum HP by this
attack suffers immediately from the Severe Pain effect, lasting until they can heal the damage dealt.
Construction: Innate Attack (1d, Burning, Acc 5 [+10%], 1/2D 100, Max 1000, RoF 7 [+70%], Shots
N/A, Rcl 1, Homing (Scanning Sense (Para‐Radar, x5 Range [+20%])) [+98%], Area Of Effect (4 Yards)
[+100%], Symptom (Severe Pain at 1/3 HP Missing) [+120%], Low Signature [+10%], Magic [‐10%])
[25]
Ritual Magery
Effects: Any Magery you would gain is instead replaced by Ritual Path Magery. If you gain this ability
after character creation, and you may reselect spells as Ritual Paths instead.
Construction: Simply replace any Magery with Magery (Ritual Path)
Berserk Rage
Effects: Berserk Rage costs 1FP to activate plus 1FP at the beginning of each minute it is active. It can
be activated automatically whenever Berserk triggers, but activating it at any other time always
triggers Berserk and Bad Temper. It increases your size modifier by one and grants you ST+5 and
causes all damage dealt to you to be divided by three.
Construction: SM+1, ST +5 (Temporary Disadvantages (Berserk (Combat Rage, Always On), Bad
Temper (Always On)) [‐62.5%], Costs 2 FP [‐10%], SM+1 [‐10%]) [10], Damage Resistance Factor 3
(Temporary Disadvantages (Berserk (Combat Rage, Always On), Bad Temper (Always On)) [‐62.5%],
Accessibility (Only when ST Boost is active) [‐10%], Trigger (When ST is active) [‐10%]) [15]
Lifeshield
Effects: Lifeshield grants an amount of secondary HP equal to its level. This HP is subtracted from
first by damage and healed last, and can block contact effects such as poisons and Lifeblade.
However, it does not count as HP for the purposes of unconsciousness and dying.
Construction: DR (Ablative [‐80%], Force Field [+20%]) [2/level]
Life Channel
Effects: Allows you to reflexively gain 2 FP at the cost of 1 HP. This may be done as you activate any
other ability, but may only be done once per second.
Construction: Healing (FP Only [+0%], Can Only Affect Self [+0%], Costs HP [‐10%], Reflexive [+40%],
Limit (2 FP) [‐25%], Injury Only [‐20%], Own Race Only [‐20%], 1 Use/Round [‐15%]) [15]
Lifeblade
Effects: Lifeblade costs 1 HP to use and consists of a melee attack that deals a single additional point
of damage. Furthermore, if any damage from an attack so enhanced gets through, it restores health
equal to the damage dealt to the user. Using this ability evokes a ‐1 on Reaction Rolls from anyone
viewing the usage until properly explained and/or justified. If applied to an effect that causes
damage more than once, such as Hexstrike, it applies to every instance of damage dealt.
Construction: Leech (Melee (ST‐Based) [+100%], Accelerated Healing [+25%], Costs 1 HP [‐10%],
Nuisance (‐1 Reaction) [‐5%], Accessibility (Melee Only )[‐10%], Trigger (Melee Only) [‐10%],
Unconscious Only [‐20%], Uncontrollable [‐30%], Untrainable [‐40%])
Control Nature
Effects: Grants the user total dominion of all natural effects, such as plants and the weather, within a
0.2 mile radius centred on you. Permanently. This can be used to grant a +1 or a ‐1 to any dice roll in
the area, assuming you can justify how it does this, or in combat as a weapon that deals 2d damage
of a type based on the exact manner of the attack.
Construction: Control 2 (Very Common, Nature, Natural Phenomena [+100%]) [100]
Perfect Raging
Effects: Perfect costs 2FP to activate plus 2FP at the beginning of each minute it is active. It can be
activated automatically whenever Berserk triggers, but activating it at any other time always triggers
Berserk and Bad Temper. It increases your size modifier by one and grants you ST+100 (though you
only gain additional HP from ten of this), grants you Immunity to Pain and causes all damage dealt to
you to be halved. This stacks with Berserk Rage multiplicatively (for +2 SM, +105 ST, Immunity to
Pain and all damage dealt to you to be divided by six)
Construction: SM+1, ST +10 (Temporary Disadvantages (Berserk (Combat Rage, Always On), Bad
Temper (Always On)) [‐62.5%], Costs 2 FP [‐10%], SM+1 [‐10%], Super Effort (Temporary
Disadvantages (Berserk (Combat Rage, Always On), Bad Temper (Always On)) [‐62.5%], Costs 2 FP [‐
10%], SM+1 [‐10%]) [+60%]) [80], Immunity (Pain, Trigger (ST Boost) [‐10%], Accessibility (Only when
ST Boost is active [‐10%], Temporary Disadvantages (Berserk (Combat Rage, Always On), Bad Temper
(Always On)) [‐62.5%]) [10], Damage Resistance Factor 2 (Temporary Disadvantages (Berserk
(Combat Rage, Always On), Bad Temper (Always On)) [‐62.5%], Accessibility (Only when ST Boost is
active) [‐10%], Trigger (When ST is active) [‐10%]) [10]; Total of [100]
Explanation of Attributes
Strength (ST) determines how physically strong you are. It controls base HP, the damage values for
your attacks and how much you can lift. Exact formulae for the last two can be found within GURPS
4e Basic Set: Chapter 1
Dexterity (DX) determines how physically agile and fast you are, as well as being the base for any
skill based on manual dexterity, such as lockpicking or hitting with a non‐artillery weapon. It controls
Speed, which in turn controls Move and Dodge.
Intellect (IQ) determines how intelligent you are, as well as being the base for any skill based on
knowledge and for the various magic skills. It controls Will and Perception.
Health (HT) determines how physically resilient you are to disease and fatigue, as well as being the
base for social skills and determining how hard it is to knock you unconscious. It controls base FP and
Speed, which in turn controls Move and Dodge
Hit Points (HP) is your stock of health. It is reduced temporarily by damage, and can be negative.
When below zero, and at each multiple of your maximum below zero, you must make a roll versus
HT, with unconsciousness resulting if you fail. When equal to or greater than your maximum below
zero (e.g. ‐12 for someone who has 12 HP max), and at each multiple of your maximum below zero,
you must make a roll versus HT, with death resulting if you fail. When at equal to or greater than five
times your maximum below zero (e.g. ‐60 for someone who has 12 HP max), you instantly die, with
no chance to roll to survive. It defaults to being equal to your Strength, though it can be modified
independently.
Fatigue Points (FP) is your stock of energy. It is reduced temporarily by physical exertion or by
spending it on spells or special abilities, and can be negative. If reduced to zero or lower, every lost
FP also costs you 1 HP. When equal to your maximum below zero, you instantly fall unconscious, and
continue to take 1 HP of damage per 1 FP lost, though the FP lost is instead converted to HP damage.
It defaults to being equal to your Health, though it can be modified independently.
Will determines your mental resilience and resistance to mental magic. It defaults to being equal to
your Intellect, though it can be modified independently.
Perception (PER) determines the acuity your senses. It defaults to being equal to your Intellect,
though it can be modified independently.
Speed determines how fast you react in combat. It is equal to a quarter of the sum of your Dexterity
and your Health by default, though it can be modified independently, and replaces what other
systems would call "Initiative"
Move determines how fast you can physically move in combat, in yards per round. It is equal to your
Speed rounded down to the nearest whole number, though it can be modified independently.
Dodge is a defence, and determines how well you can avoid blows. There are other defences, but
Dodge is the most commonly used one. It is equal to your Speed rounded down to the nearest whole
number, plus three, though Advantages can modify this.
Example of Character Creation
Two players, in this example called "Alice" and "Bob", are creating characters. Both have been
instructed by their GMs to create level 5 characters, plus race. This works out as a total of 150 points
in standard GURPS parlance.
Alice begins by selecting race, as she is playing in a group that is highly roleplay focused and believes
that race determines more about a character than abilities. She wants to play as a social character,
capable of speaking to a crowd and swaying their opinion. She also wants to be a stealthy character,
as she believes that the combination makes for an interesting and nuanced play‐style capable of
fitting with any group. She therefore selects a Halfling, and names her Halfling " Alphanea Tolman"
Alice then selects her class levels. She doesn't know what Job she wants her character to have yet, so
she goes for five class levels ‐ three in Thief, one in Healer and one in Warrior. She chose these so as
to provide a balanced base from which to build her character in any direction she wishes. Alice
finishes by selecting her flavour modules. She wants her Halfling to be social over stealthy, and
figures that social status is good for that. She therefore selects the Noble flavour module, and,
surprising no one, the Charmer and Handsome Devil flavour modules.
Bob also begins by selecting race, though he's in a more combat focused group. He picks a human,
because he doesn't want to deal with social pressures from being a different race and likes the idea
of getting an additional level. He names his character "Brian Marco"
Bob, however, decides to select his flavour modules before his class levels. He goes for Murderhobo,
for the free level, Mercenary, as he wants to have some old war buddies to call on in desperate
times, and Inheritor, as he wants some cool gear. He then works on his class levels, selecting two in
Warrior and one in Mage, and job levels in Fighter and Spellblade.
As both characters, prior to taking races, classes and the like, were the standard GURPS starting
statistics, they are now as follows:
Alphanea Tolman
ST 7; DX 12; IQ 10; HT 7
SM‐2; HP 8; FP 9; Will 10; PER 11; Speed 5.25; Move 5; Dodge 9
Advantages: High Manual Dexterity 2, Silence 2, Combat Reflexes, Healing 1, Status 2, Comfortable
Wealth, Charisma 1, Very Beautiful, Fashion Sense, No Hangovers
Disadvantages: Chummy, Compulsive Carousing, Compulsive Womanising
Skills: Currently unselected, though Alice would need to go through Chapter 4 of GURPS 4e Basic Set:
Characters in detail to select her skills. She would have twelve skills and four minor skills.
Brian Marco
ST 13; DX 12; IQ 9; HT 9
SM+0; HP 14; FP 14; Will 8; PER 8; Speed 5.75; Move 5; Dodge 8
Advantages: Magery 0, Spellstrike, Contact Group (Mercenaries, Unreliable), Signature Gear 10
Disadvantages: Odious Personal Habits (‐3), Reaction‐4 (Anyone with morals only)
Skills: Currently unselected, though Bob would need to go through Chapter 4 of GURPS 4e Basic Set:
Characters in detail to select his skills. He would have fifteen skills and six minor skills.
From this, we can see that Alice and Bob have created very different characters. For a stealth
mission or a regal gala, Miss Tolman would be the clear choice, although if you need something
murdering quickly and efficiently, Mr Marco would be the person to go to. This very much fits the
groups each player is in, as well as the general personalities of the players.
Example of Combat
A fight breaks out! Miss Tolman and Mr Marco have encountered each other, and Miss Tolman's
presence as a socialite has rubbed badly against Mr Marco's general disdain for things other people
consider to be rather important, like morals and personal hygiene. Both have their relevant weapon
skills as regular skills: Miss Tolman uses a large knife, albeit a very ornate one, whereas Mr Marco
uses a thrusting bastard sword. Miss Tolman is armoured in a very fetching silken dress, providing
DR0, whereas Mr Marco is armoured in full plate, providing DR4. At first glance, it seems likely who
is going to win this fight, but let's see how things play out, shall we? A large knife uses the Knife skill,
also called Melee Weapon (Knife). It is easy, so Miss Tolman has it at DX+2, or 14. A thrusting bastard
sword uses the Broadsword skill, also called Melee Weapon (Broadsword), which is a Medium skill,
giving Mr Marco the skill at DX+1, or 13.
Combat begins, so Miss Tolman and Mr Marco compare speeds. Mr Marco has the higher, at 5.75,
and neither of them have ETS, so Mr Marco has the advantage in speed. They start about eight yards
apart from each other, and Mr Marco decides to try and open with a decisive strike! He goes for the
All Out Attack (Double) Manoeuvre, allowing him to attack twice. He spends 2 FP to turn both of
these attacks into Spellstrikes, giving him a 20 yard range. He rolls 3d6 twice, once for each attack,
and attempts to get under his skill of 13. He rolls a 7 and a 12. Two successes! Miss Tolman now has
to roll under her dodge for each attack, again using 3d6. In some circumstances, margin of success
(the difference between the roll and the skill under which you need to roll to succeed) would matter,
and be compared to determine who did the best. However, dodging is not such a roll. Miss Tolman
gets an 8 and a 12. Unfortunately, one attack hits. Mr Marco now rolls damage. His base swing
damage, as determined by his ST score, is 1d+2, a thrusting bastard sword deals Swing+1 damage,
and Spellstrike deals an additional 1d of damage and turns all damage dealt into Corrosion damage.
This means that, in total, Mr Marco deals 2d+3 damage. This is the notation commonly used, though
1d is identical to 1d6. GURPS only uses d6's, in damage and in core rolls, and always uses 3d6 in skill
rolls and similar. Anyhow, Mr Marco rolls his damage, and gets a total of 12. Miss Tolman only has 8
HP, so she needs to roll 3d6 against her HT to not fall unconscious. She rolls an 8, a good roll by any
stretch but not enough. She falls unconscious, allowing Mr Marco to kill her at his leisure.
Example of Non‐Combat Skill Use
After being slain by Mr Marco, Miss Tolman has been resurrected by a Priest she is friendly with, and
has decided she wishes to get revenge on her killer. Thankfully, the rest of her team, which now
consists of the people who were members of Mr Marco's team, are completely fine with this, as Mr
Marco has somewhat gone off the deep end, and is now referring to himself as Bozrivax The
Almighty, Despoiler Of Albion. For this reason, Miss Tolman decides she needs to make an
appearance at court to drum up some favour with the local nobles.
When she gets there, she finds that her resurrection is the talk of the town! Everyone wants to know
what she saw on the other side, and what it was like dying ‐ not many people get to experience it
and talk about it, you know. She decides to use this to her advantage ‐ if people want to talk to her,
maybe she can steer the conversation towards the subject of Bozrivax. After all, he did kill her. Her
GM rules this gives her a +2 circumstance bonus on her roll, which will be either Diplomacy or Fast
Talk. Combined with her base skill of 10 in both (impressive for a HT based skill, considering she has
7 HT), +1 per level of Charisma (now at 3 ‐ she levelled up twice in the meantime and took a level in
Tactician) and +2 from the shiny new Voice advantage she got from said level of Tactician, she has a
net skill of 17 ‐ at this point, the fact that you will ALWAYS fail on a roll of 17 or higher, and that 18 is
always a critical failure, is a problem. As long as she rolls less than or equal to a 16, she'll succeed.
However, as she has a skill of higher than or equal to 16, she will get a critical success on a roll of 6 or
lower, as opposed to the usual of only on a roll of 3 or 4. If her skill were 15, she would get a critical
success on a roll of 5 or lower. As it is, she rolls a 4 ‐ a critical success with a margin of success of 13
(the roll subtracted from the skill). The GM does a quick bit of mental mathematics and figures out
that it is highly implausible that any Noble could beat that margin of success AND get a critical
success on any opposed roll, so doesn't bother rolling.
As Miss Tolman has made a successful influence roll, she would normally push the opinion of the
nobles she was speaking with to Good. However, as she got a critical success, the GM offers her two
options ‐ either she can push the opinion of the immediate nobles to Very Good, or the opinion of
the entire court to Good. Miss Tolman's player, Alice, knows how reaction modifiers work, however,
so she chooses the latter ‐ with the +3 from Charisma, +2 from Voice and +6 from her beauty (it
would only be +2 from people not attracted to her, but the court is predominately male and straight,
as befits a classical fantast setting), she pushes the effective reaction roll to Excellent, meaning she is
likely to get all possible aid in her quest to slay Bozrivax. This is brilliant, as there have been rumors
that he has advanced his magical prowess and begun raising an army of the dead. This bodes ill for
the new hero of this story, Miss Alphanea Tolman.
Example of Advanced Combat
For this, we will need to see the updated character sheets of Miss Tolman and Bozrivax. Miss Tolman,
in her preparations, has gained a total of six levels, of which one went into Tactician, as mentioned
earlier, and two went into Assassin. Bozrivax, on the other hand, has gained a total of twenty(!!)
levels, making him a being worthy of legend. Their stat blocks, with accompanying levels, now look
as follows:
Alphanea Tolman
Levels: Thief 3, Warrior 1, Healer 1, Tactician 1, Assassin 2
Flavour Modules: Noble, Charmer, Handsome Devil
ST 7; DX 14; IQ 10; HT 7
SM‐2; HP 8; FP 9; Will 10; PER 11; Speed 5.75; Move 5; Dodge 9
Advantages: Assassinate, High Manual Dexterity 2, Silence 2, ETS, Healing 1, Status 2, Comfortable
Wealth, Charisma 3, Voice, Very Beautiful, Fashion Sense, No Hangovers, Indomitable
Disadvantages: Chummy, Compulsive Carousing, Compulsive Womanising
Skills: Currently unselected, though Alice would need to go through Chapter 4 of GURPS 4e Basic Set:
Characters in detail to select her skills. She would have nineteen skills and nine minor skills.
Bozrivax The Almighty, Despoiler Of Albion
Levels: Warrior 8, Mage 3, Fighter 4, Sorcerer 1, Spellblade 1, Raging Ascendency
Flavour Modules: Inheritor, Murderhobo, Mercenary, Bloodblade, Bloodwarrior, Berserker, Sanguine
Chanter
ST 18; DX 15; IQ 9; HT 15
SM+0; HP 27; FP 24; Will 7; PER 8; Speed 7.5; Move 7; Dodge 11
Advantages: Magery 2, Spellstrike, Contact Group (Mercenaries, Unreliable), Signature Gear 10,
ETS, Unfazeable, Weapon Master (All), Extra Attack, Berserk Rage, Perfect Raging, Lifeblade,
Lifeshield 10, Lifechannel
Disadvantages: Odious Personal Habits (‐3), Reaction‐4 (Anyone with morals only), Bad
Temper, Berserk (Combat Rage), Sadistic, Callous, Bloodlust
Skills: Currently unselected, though Bob would need to go through Chapter 4 of GURPS 4e Basic Set:
Characters in detail to select his skills. He would have twenty‐seven skills and fourteen minor skills.
As you can see, whilst the general flavour outline for Miss Tolman hasn't changed (high society
socialite), Bozrivax now has more flavour modules, in part representing that he's now the main
villain of the campaign and in part representing what his player, Bob, thinks is cool. However, this
means that in any straight fight, it's probably going to be Bozrivax that comes out on top ‐ he can
most likely lay siege to a castle by himself, though it's doubtful he'd have the patience to do so or
knowledge to know how to do so. Furthermore, as he has Weapon Master, he has access to a
number of cinematic skills such as Whirlwind Strike and Power Blow. After a little discussion with the
GM regarding how points work in regards to this system, the GM has allowed him to spend a single
minor skill per skill spent on these abilities to make them based off ST as opposed to what they
would normally be based off ‐ Will. He has also been allowed to do this with his combat skills, to
represent his brute fighting style, which has put him in the top percentile of combatants in existence
in the setting. Ever.
Knowing that Bozrivax is, in essence, an unstoppable killing machine, Miss Tolman decides to break
into his fortress citadel in order to kill him in his sleep. She mulls over the manners in which she can
do this, and eventually decides to Scheherazade her way in ‐ she will pretend to be a courtesan and,
instead of sleeping with the repulsive creature that Bozrivax is, she will tell him tales of lands afar to
lull him to sleep. A few quick rolls, and, considering that the few intelligent guards Bozrivax has are
all incredibly dim‐witted and that Miss Tolman is very talented at her chosen profession, she is in.
Some roleplaying ensues, and eventually, Miss Tolman has lulled Bozrivax into a slumber, as she
intended!
Miss Tolman then takes out her knife, lines it up with Bozrivax's jugular vein (in the neck), and
strikes! Her knife has been enchanted, so it deals Thrust + 1 damage. At ST 7, her thrust damage is
1d‐3, so she deals a total of 1d‐2 damage. Thanks to Assassinate, this deals Huge Piercing damage, or
double damage against creatures of flesh and blood, and deals an additional point of damage, for a
total of 1d‐1. Striking such a vein is counted as a strike to the vitals, so it deals triple damage. This
means that this attack has a total damage multiplier of six. Normally, such an attack would not
bother being rolled for at all ‐ Bozrivax would just be dead in a pool of his own blood, to be found by
his guards in the morning. However, for the purposes of this example, we shall say the pain wakes
Bozrivax at the last possible second, allowing him to react. But first, the damage! Miss Tolman
doesn't need to roll to hit ‐ again, he's asleep and she's got a knife to his throat ‐ and she rolls a five
on her damage dice, for a total for a total of four damage before multipliers and 24 after. This isn't
enough to kill Bozrivax. He stands, unaffected by Combat Paralysis due to having ETS or Combat
Reflexes, and they compare speeds. If only Bozrivax had ETS, this would not happen, and Bozrivax
would simply go first, no matter what. However, as they both do, their speeds are compared, and
Bozrivax goes first anyway, as his speed is higher. Bozrivax decides to spend his turn activating his
raging abilities and grabbing for his sword, turning him from a hulking brute into a literal gargantuan
killing machine made of fury and hatred.
Miss Tolman sees this and, wisely, decides to make a run for it. She spends her entire running away
from the monster of a man, trying to get to safety. Unfortunately, she can only run so far.
Bozrivax closes the distance with his superior speed and makes a pair of swings, using his Extra
Attack to get in the extra one. However, he's limited to a skill of 9 as he made a full movement and
an attack, and the 2 HP he spent on using Lifeblade on both attacks is making its mark. The first gets
a 13 and the second a 10 ‐ both misses. However, one of his minions noticed the first attack and
tried to get out of the way (dim but fast), leading it into the second swing. This means it hits, and
Bozrivax's thrusting bastard sword (now enchanted for +3 to skill), Weapon Master and effective
Strength of 123 goes to work, dealing a grand total of 12d+25 damage. This averages to 81 damage,
and as the minion only has 13 HP max, it is brought down to ‐65, or ‐5xHP. This kills the minion
outright, even before accounting for hit location (torso by default, so a multiplier of one) and
damage type (slashing, so one and a half times damage to creatures of flesh), but the healing effect
of Lifeblade means that Bozrivax is on full health. Miss Tolman sighs and goes on running.
This continues until Bozrivax gets outside, where the nobles that promised Miss Tolman are now
waiting ‐ with their retinues. Of combat wizards. Who proceed to burn Bozrivax to a crisp.
Or so they hoped. However, let's do some maths. Before we begin, it should be stated that this level
of mathematics is in no way required in actual play, though some people prefer to have accurate
statistical models for such things. Assuming the average combat wizard has a skill of 16 with their
attack spell (Lightning Bolt or Fireball) of choice, a skill of 13 with Innate Attack (Spell), the skill used
to hit with spells, Magery 3 and spends the maximum 3 FP on their spells. This means that, on
average, 98.15% of them will successfully cast their spell and 83.8% of those will successfully hit, for
a total of 82.25% of them hitting. As they have spent 3FP on their spells, they will deal 3d of damage,
but Bozrivax has a Damage Reduction Factor of 6. This means that the only damage numbers that
matter are 6, 12 and 18, which are attained 95%, 37.5% and 0.5% of the time. This means that 57.5%
of them deal 1 damage to Bozrivax, 37% deal 2 damage and 0.5% of them deal 3 damage. As there
are only 30 combat wizards, and only 83.8% hit, an average of 33.68 damage is dealt to Bozrivax per
round. This is not enough to kill him (as he has an effective HP of 52, from his two rages, his
Lifeshield and his base of 27), so he can continue his rampage.
Bozrivax, realising in his rage that he is outnumbered, opts to use his ultimate technique, a
combination he refers to as "The Culling". This consists of the Power Attack, Whirlwind Attack,
Spellstrike and Lifeblade techniques, meaning he strikes everyone within 20 yards for an attack that
deals +1d of damage, treats his strength as though it were triple what it actually is, and heals him for
any damage dealt. This means that an interesting rule comes into effect ‐ when a target is reduced
to ten times its maximum HP below zero, it is destroyed, making resurrection much harder. As
Bozrivax is dealing a total of 37d+54 damage, which has an average of 183.5, he is almost certainly
going to apply this to all enemies he hits, thereby instantly vaporising them. Bozrivax is now at full
health, and bearing down on the heroes!
Miss Tolman, however, had an idea. Whilst the rest of the group is distracting the fiend, she had her
friend, who is a wizard and a scholar, apply a series of temporary magical enhancements to her,
increasing the damage of her knife by 6d (2d fire, 2d lightning, and 2d cold, for a total of +4d burning
damage and +2d crushing damage), increase her accuracy by three and make her invisible. She uses
this surprise to execute a sneak attack, which causes Assassinate to trigger! Knowing this might be
her last chance to slay Bozrivax, she decides to the use All Out Attack (Double) manoeuvre and make
two called shots to the skull. This gives her a total of ‐7 to hit, from the called location, and with her
+3 bonus to skill from her knife's accuracy and base skill of 16, this means she has an effective skill of
12 ‐ not brilliant, but doable. Some lucky rolling (a 7 and an 11) means both attacks hit, and the
surprise means Bozrivax cannot defend himself! Her attack ignores the 2DR provided by the skull
and the 10DR provided by Lifeshield, and deals a total of 7d‐1, multiplied by two for the fact that all
her damage is now Huge Piercing and by four for striking the skull, for a total multiplier of 8. She gets
a total of 22 damage on one attack and 23 on the other, for a total of 45. This is multiplied by 8 to
get 360 damage before Bozrivax's Damage Reduction Factor, or 60 after it. Bozrivax immediately
makes a HT roll to stay concious, at a HT of 15, and... fails. He rolled a 17, meaning he falls to the
floor with two large welts in his skull. Miss Tolman, seeing her opportunity, drives her knife once
through each eye, killing him due to a steel‐induced cerebral aneurysm, more commonly known as
"being stabbed in the brain". Bozrivax is dead, and the world rejoices!
FURTHER INFO ON GURPS MECHANICS CAN BE FOUND IN BOTH THE GURPS 4E BASIC SET AND
GURPS 4E LITE: Link here